uniform mat4 u_Matrix;
uniform mat4 u_ViewMatrix;
uniform vec3 u_LightPos;
uniform vec4 u_LightAmb;
uniform vec4 u_LightDiff;
uniform vec4 u_LightSpec;

attribute vec4 a_Position;
attribute vec2 a_TextureCoordinates;
attribute vec4 a_Normal;

varying vec2 v_TextureCoordinates;
varying vec4 v_Normal;
varying vec3 v_N;
varying vec3 v_Position;


void main()
{
	v_Normal = a_Normal;
	gl_Position = u_Matrix * a_Position;

    //tekstura
    v_TextureCoordinates = a_TextureCoordinates;

    //światło
    v_N = vec3(u_ViewMatrix * a_Normal);
    v_Position = vec3(u_ViewMatrix * a_Position);

}
